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tankjr looking to the right:http://img585.imageshack.us/i/2tankjrright.jpg
damn, there is some (a bit) out to the left, once again the right side has the void.
the head fits on the left.
better would be to move the hitbox z-axis to the left.

keel looking left:3_keel-left.jpg
aaarrrrrggghhhh!!!
there is NOTHING to the right !!!! NOTHING !!!!
even the right foot is pretty far by right....
LOOK NOW WHERE YELLOW TRIANGLE POINTS .... OMG !!! the head at right
3d effect ... that is back the head, the centrer of keel is on the back (remember first picture)

tankjr looking left:3_tankjr-left.jpg
yeah, it's almost perfect, if the hitbox be 3-5 pixels to the left would be best.
the upper corners on mini-cylinders look very far by head, sad.
the yellow triangle points in the right way.

keel lateral view
[IMG] http://img651.imageshack.us/img651/4...eellateral.jpg [/IMG]
NO WAY !!
this is the proof, the evidence that keel has bad hitbox axis!!!
look the yellow triangle, it points back the head!
see how much empty space there is back the model....
this is why people says that netcode provide a lag help for railshots (confronted to q3a), so its better shoot a bit later
hence it is not true, it's not netcode issue, it's model-hitbox bad coupling !!!!!

i did the same for frontal view:
[IMG] http://img21.imageshack.us/img21/641...frontal7px.jpg [/IMG]
7 pixel to the left ... (more than 7 can be better IMHO)
now you see the centerline passing over the keel's nose, as should be.
the body looks more centered on the hitbox, no doubt.

now, one of the mostly successful model, Grunt:http://img852.imageshack.us/img852/1261/gruntall.jpg
look how he fits very good, and how he looks no small in his cylinder,
although he could be a bit enlarged, till shoulders touch the hitbox line.I hope for Grunt soon a bright version

That's all folks
I hope ID Software will review models alignment at least for keel-tankjr-visor.

another wonderful, easy and fast solution can be a new cvar:cg_hitboxOpacity 0 - 255
variable from 0 (full transpacerncy) to 255 (full opacity) or cg_hitboxColor 0xRRGGBBaa
(rgb+alpha, e.g. 0x00FF00FF for a green opaque and so on)
think about this.

I too don't like tankjr sounds, but the worst is the thin difference between damaged sounds.

Originally Posted by vanBasten

Is not excesive on the right, Keel uses his 2 arms for carry his gun, thats why his left arm dont match in the hit box, TankJr just use 1 arm thats why he match in the hitbox.

yes i will proof that keel has a misaligned hitbox, I did more pictures, look where the yellow triangle bottom point aims.
anyway although your reply a player will never aim to the real center of hitbox from far. he will always aim a bit to the left.

I moved linearly the mouse attacking by LG till i reach the hitbox border [here screenshot] x 6 times
then I piled up the 6 pics with GIMP (photoeditor)
at last i drawn the hitbox green lines.

Originally Posted by crucci

Keel's hitbox isn't too much on the right. His torso is just too much on the left. Just look at his feet - they are well enough aligned with the hitbox, his torso just appears to be misaligned.

Now it'd be interesting to see how the hitbox fit the model if the picture was taken from an angle perpendicular to the legs instead of the face.

I already said about keel, you know well how many time you hit keel with LG to the right side in blank space, this looks very cheaty-laggy-buggy.
In Physics when your body move as keel, the gravity center moves as well. so hitbox still misaligned. (I have more proofs)

tankjr looking to the right:http://img585.imageshack.us/i/2tankjrright.jpg/
damn, there is some (a bit) out to the left, once again the right side has the void.
the head fits on the left.
better would be to move the hitbox z-axis to the left.